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Topic awaiting preservation: low poly car model Pages that link to <a href="https://ozoneasylum.com/backlink?for=27387" title="Pages that link to Topic awaiting preservation: low poly car model" rel="nofollow" >Topic awaiting preservation: low poly car model\

 
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GRUMBLE
Paranoid (IV) Mad Scientist

From: Omicron Persei 8
Insane since: Oct 2000

posted posted 01-24-2006 22:13

this is what ive spent today on. nothing special, i just felt like posting it.
car-verts: 40
car-faces: 38
tire-verts: 38
tire-faces: 72
the texture isnt by me, i grabbed it from google images, dunno if its copyrighted :P

the car will be integrated in the upcoming version of my car racing game t-Race





tomeaglescz
Paranoid (IV) Inmate

From: Czech Republic via Bristol UK
Insane since: Feb 2002

posted posted 01-25-2006 03:29

wee thats cool just goes to show what u can do with textures

tomeaglescz
Paranoid (IV) Inmate

From: Czech Republic via Bristol UK
Insane since: Feb 2002

posted posted 01-25-2006 03:36

hehe grumble just checking out the t-race site saw the university (vienna) i think if thats right i am an hour away by car lol

poi
Paranoid (IV) Inmate

From: Norway
Insane since: Jun 2002

posted posted 01-25-2006 08:20

Looks nice.

By not closing the wheels, you can save 19 polygons per wheel = 76 polygons
Which polygons can be used to chanfer a bit the case (?)

But do you really need such optimized mesh ? I mean that's about the amount of polygons used per model on Playstation 1 and your game runs on PC.

tomeaglescz: You should have a close look at the models in say Doom3 or Halo2. Everything is in the maps and bum-maps.

Skaarjj
Maniac (V) Mad Scientist

From: :morF
Insane since: May 2000

posted posted 01-25-2006 08:41

A fairly good example of poly-optimised car models that run well on modern systems (and by this I mean my computer, which is a little over 4 years old) is the models used in Need For Speed Underground 2. And that's a fairly poly-rich game. Such low-poly models aren't usually necessary these days. But, still, that's very nice work, and it really does prove what can be done with intelligent use of textures.


Justice 4 Pat Richard

GRUMBLE
Paranoid (IV) Mad Scientist

From: Omicron Persei 8
Insane since: Oct 2000

posted posted 01-25-2006 09:47

tom, thanks, yepp, it's vienna alright.

poi, by closing you mean remove the center vertices and let max worry about the triangulation?

skaarjj, yepp you guys are right of course, it could use way more polys, but that would introduce more laborious texturing and this was already a pain in the a**, so i'm satisfied with the way it is.

poi
Paranoid (IV) Inmate

From: Norway
Insane since: Jun 2002

posted posted 01-25-2006 13:57

well I meant removing the center vertices ( in green in the figure below ) and polygons ( in red in the figure below ) using it, that are "pointing" inside the case of the car. You'll never see those polygons. And unless the cars could roll you neither need the bottom faces of the case of the car.



Blacknight
Paranoid (IV) Inmate

From: INFRONT OF MY PC
Insane since: Dec 2001

posted posted 01-25-2006 16:01

as seen on the top pic you can see the insides of the wheel so that wouldn't look very nice

GRUMBLE
Paranoid (IV) Mad Scientist

From: Omicron Persei 8
Insane since: Oct 2000

posted posted 01-25-2006 18:07

yes, blacky is right.
infact in the game you see "below" the car each time it goes up and down a hill.

thanks for the illustrative explanaition though, poi!

poi
Paranoid (IV) Inmate

From: Norway
Insane since: Jun 2002

posted posted 01-25-2006 19:49

I thought the view would remain like on the 2 screenshots on your site.

GRUMBLE
Paranoid (IV) Mad Scientist

From: Omicron Persei 8
Insane since: Oct 2000

posted posted 01-26-2006 12:15

yes, the view is mainly from behind the car, but with this new model, if you take a turn and/or go down a hill, you see the insides of the wheels.

tomeaglescz
Paranoid (IV) Inmate

From: Czech Republic via Bristol UK
Insane since: Feb 2002

posted posted 01-26-2006 13:52

hehehe the stuff i am working on at the moment for a few games is a lot higher than that in polycount. in fact some models for flight sim weigh in at over 30,000 polys or more... it all depends on the platform you are developing for.

Blacknight
Paranoid (IV) Inmate

From: INFRONT OF MY PC
Insane since: Dec 2001

posted posted 01-26-2006 14:41

Wow that sounds a lot. Can we see some screens??

I though prefere Lower poly games (My machine copes better)^^

tomeaglescz
Paranoid (IV) Inmate

From: Czech Republic via Bristol UK
Insane since: Feb 2002

posted posted 01-26-2006 15:20

blacknight no probs with screens just need somewhere to host them.....

Blacknight
Paranoid (IV) Inmate

From: INFRONT OF MY PC
Insane since: Dec 2001

posted posted 01-26-2006 16:36

if you want i could host one or two for you

(Edited by Blacknight on 01-26-2006 16:36)

poi
Paranoid (IV) Inmate

From: Norway
Insane since: Jun 2002

posted posted 01-26-2006 16:51

who said Flickr ?

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